Design your ideal infantry weapon!

Discussion in 'PlanetSide 2 Gameplay Discussion' started by RasFW, Jan 12, 2014.

  1. Boildown






    Mine:

    I want this sword instead of my knife, 'cause it was never equipable when I played:

    [IMG]
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  2. Pizzasaurus

    AEK 971 with stats from BF4

    G3A3 with stats from BF3

    im lazy so why not take 2 perfectly balanced weapons from these two games and slap on them PS2 damage (leave recoil as it is)

    PS: also Bozar from Fallout 2.... ofc with epic death animations for those killed with this weapon :D
  3. Pikachu

    Sure just change the design.
  4. Desirsar

    NS, or something similar for all factions. Iron sight 1.5x, can take any scope up to 12x. Sway only on scopes greater than 6x (6x would have no sway, 7x would have sway.) Semi auto and burst modes only. Muzzle velocity 2000m/s. Balance the reload time, scope delay, accuracy, and damage (leaning toward battle rifle as a minimum) yourself. Usable by infiltrator and heavy assault at least, maybe engineer.
  5. z1967

    I was thinking, since all weapons are meant to be sidegrades, why not have a program like player studio where there is a "point system" where you can design the weapon stat-wise using, say 5 different point lines that have 10 point slots and you have 20 points to spend. You can upload your own model (and be as creative as you like but aim to go with a theme for the faction( devs can decide yes or no or edit). Weapons w/ models are a bit easier to get into the game.

    You first decide the weapon's class (this is to establish parameters for the weapon, no 800 rpm snipers for you), next you decide its firing modes (basically you get either full auto/semi or burst/semi for free, adding the other will cost a point), finally you use either sliders or a click system to adjust the stats accordingly.

    There are some examples using existing weapons, such as the stats for the Trac-5 to give you an idea of an all around gun. You could even sacrifice points to get other attachments such as the underslung weapons or extended clips. Even things like special ammos or scopes higher than its usual (or lower than the usual) can be pointed in to.

    At the end of the month, community members could vote on 5 different guns for each faction, and maybe 1 or 2 NS weapons, submitted during that month for which one will be included next. You could even make suggestions for additional weapon types such as melee primaries or different "actions" (lever, bolt, pump etc.) to add as possibilities to some classes. Yes, you could even make vehicle weapons and secondaries as well.

    I would love to have this and probably use it instead of trying my hand at player studio (bonus if you make a model/texture designer for the gun designer). I take station cash and otherwise silly decals as payment (joke of course).
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  6. Metalsheep


    Back in Beta a player made a PS2 concept for the Pwnisher, too bad SoE barely listened to anyone in the Beta.

    [IMG]
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  7. Ash87

    Okay I'll offer my support for the obligatory TR default answer before getting into my real suggestion:

    An underslung mini-chain gun. It was mentioned on the anni stream that there would be ES weapons being designed this year with the ES traits in mind. This one is free: Take the Armistace damage and ROF, apply it to an LMG, make it a medium range weapon, undersling it. Boom, profit.

    Every TR will buy an underslung mini-chain gun, if it looks and feels right. Balance it around having a massive ROF, so low damage and a huge mag.

    Now that, that is out of the way and I can keep my factional tag...


    Ash's List of Weapons I Believe would Really help the game:
    Introduction: Basically this is my belief: The game is about Teams of people. Lone wolf players are alright, but to really influence things you need a team of 6-12 people at Least. The problem here is that, that isn't brought across in the weapons, the way the game is presented, the tutorial, the anything really. A step towards remedying that, would be weapons that would work best when used in tandem with other people, weapons that disable or harm in such a way that they bolster the teammates, or hinder your enemies, while at the same time not being deadly in and of themselves. The below suggested weapons aren't necessarily all what I want, there is some overlap in use so one could be implemented instead of another. So here are my suggested weapons, along that theme...

    Something to note prior to this continuing, is that a Lot of these are negated by Medics. I think this should include engineers for Max suites and max suites alone, and you could have counters in the form of implants or suite slots of course.


    NS-NL001 "Nova": Based on old technology, the Nova is the first in a line of nonlethal crowd control weapons designed by Nanite systems to induce temporary blindness in it's target. Firing in an arc, the weapon will hit all targets in a 60 degree cone around where it is fired, causing instant blindness in the target for upwards of 15-30 seconds. Effective range on the weapon is 10m, unless aimed. If aimed down site the range is extended, but only effects on person or driver of a non-tank vehicle

    Pro:
    -The weapon will blinde targets for longer than Flash bangs.
    -Targetted blinding, so it doesn't backfire on person firing the weapon
    -Large Ammo pool (Only needs to be charged up)
    -Can blind people in cockpits with ADS

    Cons:
    -It's a targetted blinding, so beyond 10m, it is totally useless, and outside of the cone it effects it wont do a thing to people
    -ties up your primary weapon slot.
    -It's targetted, so you wont be able to hit someone around a corner
    -Doesn't distinguish Friend from foe, so it can be used to blinde your own people
    -have to ADS to hit people in cockpits, and limits it to Sunderers, Harassers, Galaxies, Libs, and ESFs.
    -The Blinde effect can be undone by Triage in vehicles, or by use of the medic gun/AOE heal in the field

    Use: A targetted blindness weapon that can disable people up a staircase so that a breech can happen. A weapon that can blind a harasser driver so that they can't deal with mines or obstacles. A weapon that will slow galaxies because the pilot has to stop and land, in fear of running into a tree, A weapon that allows people to hinder sunderer placement, the list goes On. This would mean that teams could flash a sunderer or a pilot, or a group prior to acting, thereby giving themselves an advantage, even if that advantage is at one spot (Sometimes something that is badly needed when dealing with entrenched enemies), but the main user of this weapon would themself then be defenseless.


    NS-GL4 "Thumper": The latest NS Thumper, is an old weapon used in the openning hours of the great war, that was later phased out due to lack of use by the empires. The latest version has been upgraded to fit any loadout used by a solider, and can fit a variety of grenade projectiles, allowing for targetted deployment of an Explode on impact grenade.

    Pros:
    -Allows grenadiers to use more grenades by using the thumper
    -Can be used by any class, and fit any class specific grenades: AV, Flash, Concussion, medical, revive, etc. except the grenades are Targetted instead of the bouncing timed thrown ones we currently have.
    -Can have longer range
    -Greater accuracy for grenade throws
    -Mortar shots, handheld version.

    Cons:
    -Replaces primary
    -You have to pay for each grenade shot, so while you'll be able to shoot frags that kill people quite fast, you'll also be burning through your resources at an unprecedented rate.

    Use: While it could be used to be a mean Grenade launcher (This would probably have to be scaled) the grenades could also be healing or revives that are targetted (Maybe with a smaller AOE) so that someone could support from range.


    NS-RS1 "Perseus": The standard Nanite systems riot shield, used for police action. Layered Aluminium and nanofiber steel plates allow for bullet-resistant shields with a transparent steel viewport for visibility.

    Pros:
    -Bullet resistant riot shield that can deflect most all small arms fire
    -Blocks damage for things located Behind the shield holder.
    -Can be carried by standard infantry

    Cons:
    -Takes up primary weapon slot
    -The face plate can be penetrated by infiltrator sniper shots
    -One directional damage blocking (Can still take damage from behind)
    -Slow speed to swap to secondary.
    -Lowers max speed while in use.
    -Bullet Resistant, not bullet-proof.
    -Considerably weaker than the NC max variant.

    Use: It's a riot shield. If you stack them up, people can penetrate a building. The shield isn't invincible though, and can be -Easily- bypassed if someone gets a shot off onto the view plate, or if enough fire is piled onto it. Will allow people to penetrate doors pretty well by blocking a good bit of fire.


    VS-Allshot: Technology discovered first in ancient vanu ships discovered in excavations conducted on Glaciers around Esamir, a means of interfacing all weapons to a master targetting computer was developed for deployment in the field. Used by a member of the VS infiltrator corps, this weapon will allow shots to be more accurate when targetting sighted targets. Influencing all VS exclusive weapons

    Pros:
    -Allows All vs ES weapons to get a tighter cone of fire when targetting a specific target
    -This target can be ground, or infantry, or max, or aircraft

    Cons:
    -Ties up infiltrator primary
    -Is ONLY ES weapons
    -Can only lock one target at a time, per infiltrator.

    Use: calling and marking priority targets, would give infils at range something to do. Plus, as this would effect All VS weapons in a certain area, it could be used to help Sniper teams, AV teams, people on the front line, etc.


    TR-BS MK1 "Nerve shot"- Developed as a way to reduce pain in a localized area, the nerve shot was phased out when nanite healing technology came into it's own. Later it was adapted for use in the battlefield, due to it's effectiveness against enemies when the dosage was ramped up. Because it is a biological weapon, it can easily be dispersed by nanite healing, but the shot fires a cluster of needles that explode in a cone around the point it contacts. Getting hit by the cluster means instant deadening of the body, numbing the target.

    Pros
    -Fires a explosive round that can influence everyone in a 2m circle, that will cause movement modifiers to be reduced by a factor of 10.
    -Targetted damage within a compact area.

    Cons
    -Non-lethal
    -Guns still work, but the actions of the influenced targets will be much slower, making them less able to respond to movement
    -Replace primary

    Uses: Hitting targets that could cause a problem and introducing a temporary slowing effect would be good if you are targeting high priority targets, or again, attempting to breach a door and wish to take out select targets


    NC- "Siren" Crowd Control Device- Developed by NC police as a way to disable large groups of people, the siren fires a large canister loaded with a high-pressure gas cannister, loaded with white phosphorus. The burst will easily disable the hearing and temporarily blind people in a wider area, while not really causing any permanent damage

    Pros:
    -Blinds people for a few seconds like a flashbang (Though less than the flashbang would)
    -Totally deafens people (This includes IG coms, and will also have a slight ringing in your ear, to hamper your 3rd party coms)
    -Big, loud, flashy... very NC

    Cons:
    -Again, replaces primary
    -Canister round, so one shot per mag.
    -the blind effect is very short and deafness can be healed by Medics (And fades with time)


    I will mull this over some more, and put some more of these up later with a few more crowd control weapons, and maybe some vehicle/max variants, but the ideas are here: Things that disable or hinder the enemy, and things that boost your own forces, but make specific people loose all primary capabilities. That is what I want for next Christmas.
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  8. treeHamster

    NS Musket:

    Class: Heavy Assault
    Mag/AmmoPool: 1/30
    Reload time: 2 seconds
    Damage MAX: 1250 (one shot kill)
    Damage MIN: 500
    Damage MAX range: 25m
    Damage MIN range: 60m
    Bullet velocity: 700m/s

    Hip accuracy: failure at all but point blank
    ADS: perfect accuracy if standing still, useless if moving


    I know it sounds stupid but it could be a LOT of fun to have a hard hitting single shot gun. At 2 seconds, it would take too long to be MASSIVELY effective for anything but a mid-range capping gun. The damage drop off ensures it isn't a long range sniper but it's super powerful for those "I wanna run around and troll" times.
  9. Lamat

    Concepts I like from other games:

    Vengence launcher - dedicated grenade launcher, sticky grenades with user controlled remote detonation with right click
    [IMG]

    Melta gun - close range vehicle/MAX melting gun, shotgun like effect on infantry
    [IMG]

    Would like a melta secondary for the Vanguard also please!

    Autocannon - slow firing, long ranged explosive rounds
    http://1.bp.************/-5AI8-pCvgkk/ULBbmGav4NI/AAAAAAAAR2k/Xa7CGL1uSHI/s320/autocannon-hh.jpg
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  10. ATRA_Wampa-One

    A Good Assault rifle for VS that isn't the H-V45.
  11. FallenArchon

    Something like an MG42

    Area denial weapon

    Ammo 800 mag 400
    Low Damage, High RPM
    Medium range
    Has to be deployed in the kneeling position
    Restrictive Aiming (TR lock Down)

    Game like Wolfenstein: Enemy Territory MG42
  12. EViLMinD

    I like thinking up this sort of stuff.

    Name: Brute
    Class: pistol (revolver)
    Empire: NC
    Damage: 500 before 8m (give or take)
    Mag size: 5
    Special attachments: 3.4x zoom (optional)
    Description: Inspired by the real world revolver - Magnum 500. Hits harder than the NS commissioner, yet has only a 5 rnd capacity and very high recoil and a slow equip speed. Hipfire accuracy is also poor. The intent of this weapon is to be a long-range ads pistol.

    Name: Buck
    Class: shotgun
    Empire: NC
    Damage: ?
    Pellet spread: 4m
    Mag size: 2
    Special attachments: None
    Description: It's a sawed-off double barrel shotgun. High pellet spread and a full reload after every two shots makes this a highly specialized weapon for cqc.

    Name: Defractor
    Class: pistol
    Empire: VS
    Damage: ?
    Mag size: ?
    Special attachments: None
    Description: This is the Vanu's answer to the Repeater and Desperado. It's like a burst-fire gun. What's unique about it is each 'burst' fires a wide pulse. 2m or so. It's like having 3 shots all lined up together in a vertical line and traveling together. Shooters will need to aim for a player body if they want the whole burst to make contact with a target... or just get really close.

    Name: Slinger
    Class: Pistol (revolver)
    Empire: TR
    Damage: 350 before 8m
    Mag size: 6
    Special attachments: None
    Description: Similar to the NS Underboss. The differences are that it has slightly less dps, less recoil and no equip delay. It's the ultimate quickdraw gun.

    I'd also like to see a 200rnd smg for NC, a canister launcher for the HA (fires smoke/grenades) and melee weapons. I think there could be two varieties of melee weapons. One that increased the attack range (a sword, baton, hammer etc), and another that increased the rate of fire (dual knives). They should be straight upgrades to the default melee knives. The disadvantage is the user would have to forgo a pistol because the special melee weapon would take up the secondary slot.
  13. Crackulous

    It existed before, the non-nerfed grenade launcher.
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  14. WyrdHarper

    It's sort of a weapon:

    Something I'd like to see for the engineer would be a shield that takes up the primary weapon slot. With this equipped, the engineer would hold the shield on his left arm and the right hand would be able to equip a pistol (with the option to switch to the repair tool as well). ADSing with the pistol would move the shield to the side, so it provides some defense to the engineer's side, and pressing '1' would switch the shield to 'deployed' mode where it be drawn to the front (by default it would be between the two settings, so you have a range of positions), and the pistol can only be hipfired.

    For a general idea, imagine the jackal shield from Halo--when crouched the engineer would be mostly covered (and allies could fire over them).

    The general idea would be to create a "weapon" that allows the engineer some more survivability in a defense/support role, while also giving them the ability to form a defensive line for friendlies firing over their heads, giving a bit of versatility which could be used by organized groups.

    The shield weapon would function similarly to the regular shield: it would soak up a certain amount of damage before "exploding," and would regenerate after a short time. It could have a color indicator or transparency level change to indicate how much damage it has experienced already. Cert lines could be similar to the current shield: we could have modifications that improve regeneration speed, that reduce damage from explosives, or that reduce damage from small arms.
  15. EViLMinD

    I'd also like to see the CM get a semi-auto AR. Something like the Ruger mini-14.
  16. Kociboss


    Never played PS1.

    Why everyone wants it back?
  17. WyrdHarper

  18. Shadowyc

    [IMG]

    I made this a while back on a website thing, built largely out of Rule of Cool. :p I wanna say it fires flechette rounds and is NC.
  19. KnightCole

    That does look kinda cool lol.

    Kinda likea sawed off bull pup shotgun,
    • Up x 1
  20. Shadowyc

    Thanks. No idea where the casings would ejected, but could always make **** up and say there are no casings and it's just firing sharp metal cylinders of high speed, magnetically propelled death.